Hi Alec, I simulated your workflow for Maya/Xnormal/Handplane and can clearly see how this saves time, since no rebakes are required each time the mesh gets edited. The Handplane web site also says that Handplane can create lower vertex count assets, improve shading quality and fix projection errors. I realize that artists…
Sogun, Just to illustrate forward rendering seams in unity. Try taking a screenshot of a fourth version where the normal map is a solid 128,128,255 file. Also, when you are evaluating the quality of normal maps it is better to give it something where the normal map has to do more work. example: [ame="…
UE4 is something we would like to add but it is going to be a while. Luke and I each have newborns, I have a full time job, and Luke is busy with Banished. Few people used the UE3 output so I have little reason to believe the UE4 output will be more popular. Son Kim- I haven't done anything with UE4 bakes but I would look…
Yeah sorry by synched I meant "matched" as you said in your original post, I wasn't very clear in writing that. Do you mean that because your ts nm is not in xNormal's tangent basis, that any conversion of that map though xN will be flawed because of this mismatch? For what you're using the ts-to-os map for (dDo) it…
It would be awesome if the next version of handplane included a feature that would allow you to convert tangent space maps back into world space maps. Why would you need this feature? Say, for example, I needed to add details to my tangent space map in a program such as nDo2, like the knurling on the grip of my gun: When I…
Obscura, Please post your import settings for the object when it is being used both with and without the handplane output. It would appear you are misunderstanding the functionality with unreal. hanplane's unreal output will look 99.9% the same as a map baked in xnormal using the import tangent/explicit normals workflow.…
Hey Alec, could you give me some insight on these last few questions? I absolutely appreciate you're help. Hopefully I can pay it forward to someone else some day or to anyone that reads my write up. If you use one somoothing group you won't see these massive shading errors in the mip maps/lods until you use a low…
As a follow up- Here is some testing with the head model Spudnik posted that was giving him issues. I spent hours on this model a few months ago and never thought to check the UVs. First I took the model and smoothed the whole thing in order to stress handplane. I re-exported that lowpoly, did a bake with his highpoly and…
Hey Alec, Thanks for the quick reply, I am looking forward to it. The answer to both of your questions would be yes, it can matter a lot. There are many included filters with dDo that are small scale and orientation dependant that even minor normals errors could throw off. Mud is not the only example, sun bleaching is a…